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The lack of siggraphs in /3/ is disturbing. Post your favourite Siggraph Reels.

Fluid Volume Modeling from Sparse Multi-view Images by Appearance Transfer
https://www.youtube.com/watch?v=tbWkb-oGK7M

Real-Time Soft Shadows in Dynamic Scenes using SH Exponentia
https://www.youtube.com/watch?v=W5V2YO900O0

Accurate Analytic Approximations for Real-Time Specular Area Lighting
https://www.youtube.com/watch?v=O3TG1VXx1tg

Folding and Crumpling Adaptive Sheets, SIGGRAPH 2013
https://www.youtube.com/watch?v=1zWeYgRsMbU

Structure-Aware Hair...
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>>
yawn. more weak shit
>>
yeah thats neat and all but where is it? Is this going to be another awesome media composition technology that gets hyped and falls off the earth?

What happened to that software that let you edit an entire video just by changing a couple frames?
>>
>>499184
These are the works of researchers who work on algorithms for better simulations and real-time game solutions. Like Unity shader editor adapted the glossy area light reflection solution and UE4 has built 3D volumetric explosions based on baking footages.

Here's another one that can be used as an ipad application. They are just coming up with awesome innovations.

https://www.youtube.com/watch?v=-foZ64bIxEw&feature=youtu.be

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Hi! I've been working on a model based on this image reference:

http://imgur.com/D7kPmVX

I've really hit a snag when it comes to hair though, I can't seem to make it nice and "fluffy", give it that volume I see in well done models of this kind. No matter how much I push and full verts, it just looks like a bunch of flabby banana peels instead of actual hair

Anything I can do to make it more natural? I've followed this tutorial for the basic body...

https://www.youtube.com/watch?v=sHN1_GBwqcw

...and tried to follow...
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>>
If it was me i'd probably download a MMD model like TDA miku and look at how it is
>>
Pull out verts based on their normals.
>>
DAT PIC. and cool i guess...

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>>498278
This sucks?

/3/ is hard to please.
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>>498739
you are easily pleased then
>>
>>498739
All Live action trailer for games suck.
>>
>>498741
>you are easily pleased then
clearly Bethesda has no idea what the autistic bounds of acceptable are and will crash and burn because most people are like you.

Or, you belong to a minority of nitpickers who constitute a rounding error on humanity and have no net effect on anything.

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Hello, I'm very new to 3D modeling and I'm studying C4D right now.
Any tips on how to realize these "bending" on the side of these object?
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make cube
bring in general shape
bevel the edges
make assload of loopcuts
one one edge of the cube selsect every second loopcut and move further inside the cube to get your "wriples"
use subdivision modifier or whatever its called in cinema4d and subdivide the fuck out of it
>>
>>500756
Thanks man! I'll buy you a beer someday!
>>
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I am also new to 3d modeling.
Is doing something like this OK or is is going to fuck me over when I want to do anything with the model?
And by that I mean the faces with a bunch of edges at different points in 3d space like I have around the middle of the leg area.

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After using the uniform scale tool I cannot chamfer corners evenly.

How do I correct this?
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>>500721
oh, 3dsmax 2015 btw.
>>
>>500721
Next time try to scale only in subobject mode, ie selecting all verts/polygons.

To fix it try resetting your Xform. Select the object, then go to the Utilities tab (the one with the little hammer on the right) and hit Reset Xform. Then collapse the object.
>>
>>500721
You broke the edgeflow by doing that initial chamfer on the corners there. That main large face is now a 36 sided face, when it used to be just 4 sided (a quad). Retain quads with your modeling operations, if an operation is going to generate n-sided faces, think of a different approach or a way you can quadify that face afterwards.

The simplest solution here would be to simply delete the large face and let it be simply an outside strip of polys for now. Then add thickness with an extrude once you're done...
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Want to create a game.

I dont know what kind of game yet

Preferably something that runs on Android, iphones and other shit.

And something I can earn money with.

Where do I start or which game engine or game designer/creator/maker do I use?

It needs to be fairly easy (I am good with computers just not a programmer or anything).

And I dont actually know what kind of game i want to make I was just hoping to start somewhere and figure it out on the way

Thanks for the help
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>>
you need to be an artist or a programmer to start things off
if not you need to know how to make design documents which is equally problematic for someone that don't have experience or knowledge
>>
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>>500376
Yes.
What this guy says is true.

If you can't program, you can make up for it by knowing how to either
1) Make design documents, or:
2) Make diagrams (Class Diagrams or Object Diagrams)

Good programmers will be familiar with either of those 2. (usually)

If you don't know what an "object" is:
think of it this way.
Every thing you see on the screen, in any video game, is an object.

Every enemy is an object.
Link is an object.
Link's potions, hearts,...
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>>500377
I have some basic game maker skills but i fucking hate programming

like seriously I will not do even a single 10 letter line of code

I have tried programming for 10 years but i just cant wrap my hand around

i dont understand 1+1=2

but if I do modules then I understand it.

If I have a visual, i cant do text but visual I am good at. I am capable of making a game in game maker where I move someone with arrow keys and can make jumps etc, but i just dont wanna do any code

when i watch...
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is it photorealistic enough?
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for what?
>>
>>500282

I only have one thing to offer here. You can see slight indications of truncations around the edge of the base. Otherwise, it looks okay to me.
>>
>>500285

true, I guess I didn't subdivide the base enough to make the edge smooth. thanks for noticing

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So, I'm about to begin animating a duel scene and i am wondering how i would go about animating it.

Would the actors in the duel need the weapons attach to their skeleton in maya or would they need to be separate objects?

How would i go about attaching it? would it just be skin bind and set it to 100? or what.
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>>
weapons / props should be separate objects.
personally i would use a PointOnPoly constraint.
(Rigging menu set > constrain >pointOnPoly)
select a vert on the hand, then shift select the sword then apply the constraint.
You can use the third last attribute from the bottom of the constraint attributes to animate the constraint on and off, which is useful for a character letting go of their weapon.
>>
>>500141

You'll want to do some sort of parenting/constraint setup. Don't fucking skin it to the skeleton.
>>
>>500141

No. Stop.

Props are separate objects; you want your character to be able to let go of a sword or a shield.

I'll try to explain the process:

First of all make sure that all the parts of your object are grouped.

Now... you parent the group to a locator and you check that the locator is moving the group.

Done? okay, now you have to create another locator and parent that to the controller of the hand of your character. This usually results on an IK sort of controller.

After...
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Hey guys , I need help, big time . Basically, I'm a beginner in Zbrush and have to make a character for school . I worked there for a week with Zbrush6 and saved my file as ZPR format .
Now , i'm working from home and I only have access to the ZR7 format .
What I'm asking you guys is if someone has the 4R6 version and would be nice enough to convert my file to ZLT instead because I can't do anything with it ATM.
I can send it through email . I'm not sure how I could repay whoever helps , but I'd be extremely grateful . Thanks a lot.
13 replies and 1 images submitted. Click here to view.
>>
>>500138
Filesize?
>>
>>500152
100 mos. Can send it through wetransfer since gmail is limited to 25.
>>
Anyone? :(

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Hi /3/ Please enlighten me with some info as I am somewhat of a noob in computer graphics.

What would be the program of your choice to do isometric drawings such as pic related

I thank you in advance and I will share my work as I go forward with this
11 replies and 2 images submitted. Click here to view.
>>
Well,
This isn't really an isometric drawing. It appears to be a cad model textured to look like an old hand drawing from back in the day. So to answer your question it would be a very easy task to model those items in a cad package and display (or plot) the items in a hidden mode using hatched for the textures. Its probably what I would (and have) done if I needed an image of that style.
>>
Do you need accuracy? CAD or some shit.

Do you just want the visuals? Blender/3DSMAX/Maya can render it easily.
>>
>>500055

For the shading:

If you're using blender, search for "blender npr" or "blender freestyle."

I think Max or Maya has a plugin called "Pencil" that does similar things.

For the perspective:

For blender: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Create_IsoCam

You can get close enough to isometric by using an orthographic camera and setting it at the right angle.

Like >>500057...
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Is it possible to create "authentic"-looking 80's retro animations in modern programs, or can you only get the "true" look by using antiquated software with all of its old design limits?
23 replies and 2 images submitted. Click here to view.
>>
>>500020

The only part of the "look" that would be tricky to replicate is the emulation of the post processing effects of old displays as digital ones aren't as prone to distortion as current ones. Faking VHS bleeding etc.

It's a bit like using filters for emulators, you can get reasonable results, but they'll never be the same.

The outputted animation (or in the case of an emulator, the pixels) are the easy part.
>>
just do what mega 64 does

https://www.youtube.com/watch?v=QRg9QvJLHWs&feature=iv&src_vid=6rSLInBkY9I&annotation_id=annotation_1578896607
>>
>>500020
This 'true look' isn't about software it's about hardware. Record your stuff onto old media and then digitize the signal of that recording should go a long way to make it look authentic/shitty.

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hey /3/ i'm a student doing a 3D modeling course at College, in not new to it but ive got a problem that ive never seen before, i'm using 3DS max 2016 and i keep getting this warning pop up when i open any .max file or just a new blank scene... please help, i have an assignment due in a week and i really need to carry on with this... ive already tried uninstalling and reinstalling everything AUTODESK related on my PC, i'm using the student version and my PC specs are good, ive never had this problem before

> Picture 1/4
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when i click OK, this next box pops up

>Picture 2/4
>>
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when i click OK again, this comes up:

>picture 3/4
>>
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Regardless of what i click after that, this comes up, im unable to use anything, then after i save the blank scene or not, it crashes, please help

>Picture 4/4

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Mouse vs Tablet
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>>
stupid
>>
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>>499741
>>
>>499741
controller

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I want to start out simple
take the give obj

render it however you like, best image gets to choose the next object(s) we use. I will pick the winner after a few days

>uv
>light
>texture
>render

>post it

https://dl.dropboxusercontent.com/u/48445052/texturing%20challenge.obj
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>>
>downloading some file on 4chan
>>
>>498898
> doesn't know what .obj extension is
>>
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>>498898
hurdur guy on /3/ wants to hack my l33t computer with all of my pirated software on it.

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just testing this, pay no attention
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>>498808

Your loop is entirely ruined by the black frame.
>>
>>498809
I keep trying to remove it but I cant
>>
Wood is too shiny, metal could use some variation in colour and maybe some more detail, at the moment its kinda plain and one flat shade of grey. If that shiny wood is supposed to be old oily/waxy wood it needs brighter/lighter wood on the exposed most outer surfaces and darker crevices and more color variation. In general you should get some more color variation on, one hue for one material doesnt cut it.

What game is it for? Your game or some skin for a game? Looks a bit like a tf2 weapon skin. If its for tf2 you should get rid of the smaller ripples detail in the wood...
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